• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
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    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

Blender to FSX Toolset

Im learning more each day. Put a couple of simple buildings in an update to my KGFLv3 scenery today. Blender works awesome. I'll get on the wiki edit here soon, as Im finding out some more things needing setup on the materials properties, etc and I should make a 'start to finish' materials setup. However, I do want to get alpha transparencies worked through, and not to mention bump and specular maps before I claim I know what Im talking about... :)
 
I'm another developer who has decided to embrace blender and replace gmax which i have used for a few years. I am currently using blender 2.72 and windows 7. This toolset looks brilliant, thank you capt_x for putting it all together!

According to the wiki, i have to install the Blender2FSX toolset in C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\scripts\addons
However, when i navigate to C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\ on my computer there is no scripts folder. (see attached image)

Am i supposed to create a scripts folder or am i looking in the wrong place? :confused:

Any help/ideas about what i'm doing wrong?
Can't wait to start using blender - especially the ambient occlusion function! :)
 

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I'm another developer who has decided to embrace blender and replace gmax which i have used for a few years. I am currently using blender 2.72 and windows 7. This toolset looks brilliant, thank you capt_x for putting it all together!

According to the wiki, i have to install the Blender2FSX toolset in C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\scripts\addons
However, when i navigate to C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\ on my computer there is no scripts folder. (see attached image)

Am i supposed to create a scripts folder or am i looking in the wrong place? :confused:

Any help/ideas about what i'm doing wrong?
Can't wait to start using blender - especially the ambient occlusion function! :)
You are in the correct folder.
There is no scripts folder by default so you should add the "scripts" and the "addons"-folder below manually.
I will add that hint in the wiki for other users who have that problem.
 
You are in the correct folder.
There is no scripts folder by default so you should add the "scripts" and the "addons"-folder below manually.
I will add that hint in the wiki for other users who have that problem.
thank you!
the hint would be helpful in the wiki :)
 
so i tried following the wiki but i just cant seem to get the toolset to install correctly. :(

For me, nothing shows up in the testing section of the addons tab when the .zip is placed in /scripts/addons

When i try to install it from file i get a "source file is in the addon search path" error

Apologies for the inconvenience, i am sure that i am probably missing something very simple! :)

Hopefully, the attached images will help
 

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I think the solution is really simple, at least I hope so ;)
You must unzip the file and copy the content of the zip-file in the scripts\addons folder
The result should look like this:
blender2fsx_installation.jpg


The __pycache__ is added by blender after the first export but the folder io_scene_fsx and the two .py-files must be placed in the addons folder
Hope you find the solution.
Jörg
 
that solved it, thank you again Jorg! :)

i was using the .zip because the wiki says:
"Under Windows Vista, 7,8.1: Place the .zip file here: "C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\scripts\addons" but that was'nt working for me
 

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that solved it, thank you again Jorg! :)

i was using the .zip because the wiki says:
"Under Windows Vista, 7,8.1: Place the .zip file here: "C:\Users\%username%\AppData\Roaming\Blender Foundation\Blender\2.72\scripts\addons" but that was'nt working for me
You are absolutely right, I changed that to "Place the content of the .zip file" in the Wiki
 
@shamrock122 There seems to have been a change in the folder structure of Blender from version 2.69 to 2.72. It is now expected to use the "Install from File..."-button to install addons for Blender.
 
There is a new version 0.7.01 available in the first post. Changes include:
  • Support for skinned mesh
Some of you have been waiting for this feature for a long time. As it turns out, it was easier than expected to implement this feature. Having forgotten what I did a year ago, I thought I would have to rewrite the animation section completely. But... I only needed to gather the additional information for the bones and insert it in an existing list of animations. That did the trick. What I'm still not happy with is the fact that you can only use Vertex groups at this moment. I would like to be able to use envelopes too. And another thing is the result in Blender is slightly different from the animation in FSX on my system. I need testers to confirm this, so that I can adjust a variable in the export script accordingly.
  • Current frame must not be 0 before export
People complained about this: not setting your frame to 0 before export creates weird exported objects. Actually, I wanted this because I export objects in different positions using the timeline. But since this is very rarely the case and I figured everyone else is a bit annoyed about having to worry which frame they're in before exporting, I changed it. You don't need to worry about the timeline before exporting from now on.

Anyway, grab the latest release and have fun testing!

Cheers :)

PS. Anyone keen on building an IK-Jetway in Blender?
 
You are in the correct folder.
There is no scripts folder by default so you should add the "scripts" and the "addons"-folder below manually.
I will add that hint in the wiki for other users who have that problem.

Hi Everyone!

You can also past the Blender2FSX files in the following path if you are using a 64bit version of Blender and if you did a default install of Blender.

C:\Program Files\Blender Foundation\Blender\2.70\scripts\addons (change the 2.70 folder to the version that you are using.)

installing it like this will make it available for all users.

This is where I put my Blender2FSX files.

Thanks, Kris:)
 
Hi everybody

Today I will test this update
yeahhhhh !!!!
Capt_X thank you :)



edit:After many tests, it is impossible to make an animated bones and skinned mesh :(

Erreur in to MCX:

"unsupported X command Boneinfo"
"could not find linked"

Could someone is a little detail operation please? (screenshots?)
I have no problem to lead a normal object.

Thank you in advance :)
 
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Hi Everyone!

You can also past the Blender2FSX files in the following path if you are using a 64bit version of Blender and if you did a default install of Blender.

C:\Program Files\Blender Foundation\Blender\2.70\scripts\addons (change the 2.70 folder to the version that you are using.)

installing it like this will make it available for all users.

This is where I put my Blender2FSX files.

Thanks, Kris:)
Hi Kris,
I changed the manual in the wiki now to make it more clear how to install Blender2FSX manually or with the installer. But I did not mention the path above because it is probably different in the various environments Win7/Win8.1. I have a Win 8.1 installation now since two weeks and although I have the 64 bit version of Blender I do not find the folder above.
Probably for most users the automatic installation with the installer is the best anyway.
Jörg
 
Hi Mr. Jdberg!

You are correct the path may be different for Windows 8 users. I did not think about that. I am using Windows 7 64bit.

And Thank you for updating the Wiki!!!!:D

Krispy1001:)
 
Hello everyone!

I had two troublesome evenings of chasing the culprit in my "faulty skinned animations thriller".:rolleyes: I tracked "him" down yesterday and as a result, we now have support for constrained bones animations.:stirthepo Plus: The result in FSX is now more or less exactly what you see in Blender.:D

So as always, grab version 0.7.02 in the first post and... happy blending! :)

PS. I will make some remarks about constrained animations in the mini-tutorial thread about skinned meshes:

http://www.fsdeveloper.com/forum/threads/blender-to-fsx-skinned-meshes-mini-tutorial.432439/
 
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